WO2022252756A1 - 信息处理方法、装置及系统、服务器及存储介质 - Google Patents

信息处理方法、装置及系统、服务器及存储介质 Download PDF

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Publication number
WO2022252756A1
WO2022252756A1 PCT/CN2022/081787 CN2022081787W WO2022252756A1 WO 2022252756 A1 WO2022252756 A1 WO 2022252756A1 CN 2022081787 W CN2022081787 W CN 2022081787W WO 2022252756 A1 WO2022252756 A1 WO 2022252756A1
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army
legion
attacked
soldiers
attacking
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PCT/CN2022/081787
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English (en)
French (fr)
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刘锐
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网易(杭州)网络有限公司
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Priority to US18/016,191 priority Critical patent/US20230211238A1/en
Publication of WO2022252756A1 publication Critical patent/WO2022252756A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the present disclosure relates to the technical field of games, and in particular to an information processing method, device and system, server and storage medium.
  • the basic goal of war games is to provide players with real and epic battle scenes and experiences. Take the battle of thousands of people on the same screen as an example. Due to the limitations of mobile phone performance and player operations, the server cannot calculate the blood volume of all heroes/soldiers in real time. , Players also cannot operate hundreds of heroes/soldiers in real time on mobile phones. Therefore, in mobile games, it is impossible to treat each hero/soldier in the battle as a separate unit, so the legion is often used as the smallest combat unit, and players only operate several legions at the same time. Among them, the legion is composed of 1 hero and several soldiers. Depending on the type of soldiers, the number of soldiers ranges from 1 (large arms) to 120 (ordinary soldiers); the smallest combat unit refers to the smallest unit that players can operate in war games.
  • the purpose of the present disclosure is to provide an information processing method, device and system, server and storage medium, so as to optimize the battle scene and enhance the player's battle experience.
  • Some embodiments of the present disclosure provide an information processing method, which may include:
  • the current combat information of the attacking legion may include the types of arms of the attacking legion, the number of surviving soldiers, and the attack power of the legion.
  • the current combat information of the army of the attacked party may include the types of troops of the army of the attacked party, the number of surviving soldiers and the current blood volume of the army;
  • the step of determining the actual damage value of this attack may include:
  • the arm types and the surviving number of soldiers of the attacking party's army determine the maximum damage amount of the attacking party's army, and according to the arms of the attacked party's army and the surviving number of soldiers, determine the maximum number of the army of the attacked party's army amount of damage;
  • the actual damage value of this attack is determined according to the actual effective attack power of the attacking legion, the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion.
  • the step of determining the actual effective attack power of the attacking legion may include:
  • a 1 A 0 ⁇ min(N 11 , Q 11 )/N 10 ;
  • a 1 A 0 ⁇ N 11 /N 10 ;
  • A1 represents the actual effective attack power of the army of the attacking side
  • a 0 represents the attack power of the army of the attacking side
  • N 11 represents the survival number of soldiers of the army of the attacking side
  • Q 11 represents the number of soldiers of the army of the attacking side.
  • the maximum number of effective attacks, N 10 represents the full number of soldiers of the attacking legion.
  • the step of determining the maximum number of damages of the attacking legion according to the types of arms and the number of surviving soldiers of the attacking legion may include:
  • the maximum damage amount of the army of the attacking army is calculated by the following formula:
  • Q 12 represents the maximum damage amount of the army of the attacking party
  • Q 10 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents The maximum number of effective attacks for said attacking army.
  • the step of determining the maximum number of damages of the army of the attacked army according to the types of arms and the number of surviving soldiers of the army of the attacked party may include:
  • the maximum damage amount of the army of the attacked party is calculated by the following formula:
  • Q 22 represents the maximum damage amount of the legion of the attacked party
  • Q 20 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacked party legion
  • N 21 represents the survival number of soldiers of the attacked party legion
  • Q 21 represents the maximum effective attack quantity of the army of the attacked party.
  • the step of determining the actual number of the attacked army's army being attacked may include:
  • the minimum value among the maximum damage number of the army of the attacking party, the surviving number of soldiers of the army of the attacked party, and the maximum damage number of the army is determined as the actual number of the attacked army.
  • the step of determining the actual damage value of this attack according to the actual effective attack power of the attacking legion, and the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion can be include:
  • H represents the actual damage value of this attack
  • a 1 represents the actual effective attack power of the attacking party legion
  • N 3 represents the actual number of the attacked party’s legion
  • B 1 represents the attacked party’s legion
  • N 21 represents the number of surviving soldiers of the attacked legion.
  • the step of determining the number of soldiers of the attacked legion that should die may include:
  • the arms of the army of the attacked party determine the number of soldiers of the army of the attacked party that should die .
  • the current combat information of the army of the attacked party also includes the current defense force of the army of the attacked party; according to the actual damage value and the current blood volume of the army of the attacked party, determine the The steps for determining the remaining HP of the attacking army's army may include:
  • the remaining HP of the attacked army is determined by the following formula:
  • B 2 represents the remaining blood volume of the army of the attacked party
  • B 1 represents the current blood volume of the army of the attacked party
  • H represents the actual damage value
  • r represents the reduction of the army of the attacked party.
  • the correspondence between the blood volume and surviving soldiers includes a table of correspondence between the percentage of remaining blood volume and the percentage of surviving soldiers;
  • the preset corresponding relationship between the blood volume corresponding to the type of arms and the surviving soldiers, and the step of determining the number of soldiers of the attacked army that should die may include:
  • the remaining blood volume of the army of the attacked party and the full blood volume of the army calculate the percentage of the remaining blood volume of the army of the attacked party
  • the target correspondence table is a correspondence table between the percentage of remaining blood volume and the percentage of surviving soldiers corresponding to the arms of the attacked army;
  • the survival percentage of the target soldier corresponding to the remaining blood percentage of the attacked army is obtained;
  • the survival percentage of the target soldiers the number of soldiers of the attacked army that should die is determined.
  • inventions of the present disclosure also provide an information processing device, and the information processing device may include:
  • An acquisition module may be configured to acquire the current combat information of the attacking legion and the current combat information of the attacked legion in this attack, the current combat information of the attacking legion includes the types of arms of the attacking legion, The number of surviving soldiers and the attack power of the legion.
  • the current combat information of the army of the attacked party includes the type of army of the army of the attacked party, the number of surviving soldiers and the current blood volume of the army;
  • a first determination module the first determination module may be configured to determine the actual damage value of this attack according to the current combat information of the attacking army and the current combat information of the attacked army;
  • the second determination module may be configured to determine the number of soldiers of the attacked army that should die according to the actual damage value and the arms of the attacked army and the current blood volume of the army;
  • a sending module the sending module may be configured to send the number to die to the client, so that the client plays a death action corresponding to the number to die.
  • the first determination module may also be configured to:
  • the arm types and the surviving number of soldiers of the attacking party's army determine the maximum damage amount of the attacking party's army, and according to the arms of the attacked party's army and the surviving number of soldiers, determine the maximum number of the army of the attacked party's army amount of damage;
  • the actual damage value of this attack is determined according to the actual effective attack power of the attacking legion, the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion.
  • the second determination module may also be configured to:
  • the arms of the army of the attacked party determine the number of soldiers of the army of the attacked party that should die .
  • server may include a memory and a processor
  • the memory may store a computer program that can run on the processor
  • the processor may execute the The computer program implements the information processing methods described in the above-mentioned embodiments.
  • Still other embodiments of the present disclosure further provide an information processing system, where the information processing system may include the server described in the above embodiments, and may further include a client connected to the server.
  • Another embodiment of the present disclosure also provides a computer-readable storage medium, where a computer program can be stored on the computer-readable storage medium, and when the computer program is run by a processor, the information described in the above-mentioned embodiments can be executed.
  • a computer program can be stored on the computer-readable storage medium, and when the computer program is run by a processor, the information described in the above-mentioned embodiments can be executed.
  • the current combat information of the attacking legion and the attacked legion can be obtained first.
  • the current combat information of the attacking legion includes the army type of the attacking legion, the number of surviving soldiers, and the attack power of the legion.
  • the actual damage value of this attack can be determined according to the current combat information of the attacking legion and the current combat information of the attacked legion; furthermore, the actual damage value, the type of troops of the attacked legion and the current blood volume of the legion can be determined , determine the number of soldiers of the attacked army that should die, and send the number of deaths to the client, so that the client plays the death action corresponding to the number of soldiers that should die.
  • the information processing method, device and system, server, and storage medium provided by the embodiments of the present disclosure take into account the influence of arms types and surviving numbers of soldiers when determining the actual damage value, and also consider the number of soldiers who should die based on the actual damage value Influenced by the type of arms, the number of deaths obtained in this way is more in line with the performance in real wars, making the battle process more realistic and in line with cognition, thereby optimizing the battle scene on the client and improving the player's battle experience.
  • FIG. 1 is a schematic flowchart of an information processing method provided by an embodiment of the present disclosure
  • FIG. 2 is a logic flow diagram of an information processing method provided by an embodiment of the present disclosure
  • FIG. 3 is a structural block diagram of an information processing device provided by an embodiment of the present disclosure.
  • FIG. 4 is a schematic structural diagram of a server provided by an embodiment of the present disclosure.
  • Fig. 5 is a structural block diagram of an information processing system provided by an embodiment of the present disclosure.
  • the server In war games where the legion is the smallest combat unit, the server cannot accurately measure the blood volume of each soldier in the legion. In this case, if nothing is done, there will be many situations that affect the combat quality of the legion during the battle. For example, the blood volume of the legion has dropped a lot, but the actual attack power of the legion is still the same as when the legion is full of blood (referred to as full blood). Moreover, the attack characteristics of different arms are completely different.
  • the number of soldiers in the Behemoth Army (that is, the number of Behemoths) is small, but compared with ordinary soldiers, Behemoths can attack more soldiers each time; It will also cause splash damage to several soldiers around, so if the attack characteristics of the arms are not considered, the quality of the battle will be greatly reduced.
  • the embodiments of the present disclosure provide an information processing method, device and system, a server and a storage medium, which can simulate the casualty pattern of a real battlefield to enhance the battlefield performance, thereby improving the player's combat experience.
  • An embodiment of the present disclosure provides an information processing method, which can be executed by a server of a war game with an army as the smallest combat unit.
  • the entire legion has the same total blood volume.
  • the server will lose the blood of the legion according to the established rules, and the client will perform death performance according to the number of deaths issued by the server; when the blood volume of the legion drops to 0 , the legion died.
  • This method mainly solves the following two problems by integrating the number of surviving soldiers of the legion and the attack difference brought by the arms: 1.
  • the decline curve of the damage value caused by the attacking legion in battle with the blood volume of the legion is not realistic; 2.
  • the battle The death pattern of the soldiers of the army of the attacked side does not conform to reality.
  • the method mainly includes the following steps S102 to S108:
  • Step S102 obtain the current combat information of the attacking legion and the current combat information of the attacked legion.
  • the current combat information of the attacking legion includes the attacking legion's arms, the number of surviving soldiers, and the attack power of the legion.
  • the current combat information of the legion includes the armies of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion.
  • the server obtains some data of both the attacking legion and the attacked legion in real time, mainly including the attacking legion's arms, the number of surviving soldiers and the attack power of the legion on the panel, as well as the attacking legion's arms, the number of surviving soldiers and the current state of the legion. In addition, you can also get the full number of soldiers in the attacking legion, the current defense power of the attacked legion, the full blood volume of the legion, and the full number of soldiers. Among them, the attack power of the legion is the total attack power when the legion is fully formed, and the full force refers to the state when the number of surviving soldiers in the legion is the largest.
  • Step S104 according to the current combat information of the army of the attacking party and the current combat information of the army of the attacked party, determine the actual damage value of this attack.
  • the maximum damage number of the attacking legion refers to the maximum number of soldiers that the attacking legion can damage at the same time.
  • the proposal of the maximum number of damage for a legion is based on the consideration that in a real war, there is often no situation in which all soldiers in the attacked legion will be harmed at the same time. How many soldiers to deal damage to.
  • step S104 may be implemented through the following substeps 1 to 4:
  • the actual effective attack power of the attacking legion is determined according to the types of troops of the attacking legion, the number of surviving soldiers, and the attack power of the legion.
  • the parameter "maximum effective number of attacks" is added in this embodiment, that is, the melee army.
  • the actual maximum number of soldiers that can attack directly at the same time is equal to the maximum number of soldiers that can be attacked at the same time in the melee legion.
  • the attack type corresponding to the arm of the attacking legion is a melee attack (that is, when the attacking legion is a melee legion)
  • obtain the maximum effective attack quantity corresponding to the arm of the attacking legion and the actual effective attack power of the attacking army is calculated by the following formula:
  • a 1 A 0 ⁇ min(N 11 , Q 11 )/N 10 ;
  • the attack type corresponding to the arm of the attacking legion is long-range attack (that is, when the attacking legion is a long-range legion)
  • the actual effective attack power of the attacking legion is calculated by the following formula:
  • a 1 A 0 ⁇ N 11 /N 10 ;
  • a 1 represents the actual effective attack power of the attacking legion
  • a 0 represents the attack power of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents the maximum effective attacking number of the attacking legion
  • N 10 Indicates the full number of soldiers in the attacking legion, and the full number of soldiers refers to the maximum number of soldiers that the legion can accommodate.
  • the type of infantry regiment is infantry
  • the corresponding attack type of infantry is melee attack
  • the infantry regiment is a melee regiment
  • the maximum number of effective attacks corresponding to infantry can be set to 20; when the maximum number of soldiers in the infantry regiment is set to 100
  • the number of surviving soldiers in the infantry corps is greater than 20, only 20 soldiers can attack at the same time due to the position, and the rest of the soldiers cannot attack. If the number of surviving soldiers in the infantry corps is less than or equal to 20, the All soldiers in the game can attack at the same time.
  • the unit type of the monster army is monster, and the corresponding attack type of the monster is melee attack, so the monster army is also a melee army, and the maximum effective attack number corresponding to the monster can be set to 3.
  • the arm type of the Artillery Legion is Artillery
  • the attack type corresponding to Artillery is long-range attack, so the Artillery Legion is a long-range legion.
  • Sub-step 2 according to the arms of the attacking army and the number of soldiers alive, determine the maximum damage of the army of the attacking army, and determine the maximum damage of the army of the attacked army according to the arms of the army of the attacked and the number of soldiers alive.
  • the attack type corresponding to the arm of the attacking legion is a melee attack
  • the maximum effective attack quantity corresponding to the arm of the attacking legion is obtained, and the attacking legion is calculated by the following formula: Legion maximum damage amount:
  • the maximum damage amount of the attacking legion's legion can be calculated by the following formula:
  • Q 12 represents the maximum damage amount of the attacking legion
  • Q 10 represents the maximum damage amount of an individual soldier corresponding to the arm of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents the maximum effective number of the attacking legion number of attacks.
  • the maximum damage amount of the army of the attacked army is calculated by the following formula:
  • Q 22 represents the maximum damage amount of the legion of the attacked party
  • Q 20 represents the maximum damage amount of an individual soldier corresponding to the type of the legion of the attacked party
  • N 21 represents the surviving number of soldiers of the attacked party’s legion
  • Q 21 represents the number of soldiers of the attacked party’s legion The maximum number of effective attacks for an army.
  • legions can be divided into 4 categories according to the type of arms and the requirements of the gameplay.
  • the different types of legions and their corresponding maximum damage to individual soldiers are shown in Table 1 below:
  • Sub-step 3 Determine the actual number of the attacked army's army according to the maximum damage of the attacking army, the number of surviving soldiers of the attacked army, and the maximum damage of the army.
  • the army of the attacked party is divided into two types: melee army or long-range army.
  • the attacked army When the attacked army is a melee army, the attacked army will be melee attacked by the attacking army. Therefore, when determining the actual number of the attacked army, it is necessary to consider the attacking army's maximum damage amount, the attacked The number of surviving soldiers of the army and the maximum damage of the army, that is, the actual number of the attacked army is the minimum value of the maximum damage of the attacking army, the number of surviving soldiers of the attacked army, and the maximum damage of the army.
  • the attacking legion is a long-range legion and it is attacked by the attacking legion from a distance
  • the actual number of attacked legions only the maximum damage of the attacking legion and the survival of soldiers of the attacked legion can be considered Quantity, that is, the actual number of the attacked legion is the lesser of the maximum damage of the attacking legion and the number of surviving soldiers of the attacked legion.
  • the long-range legion can hardly continue to use long-range attacks and can only fight hand-to-hand, that is, the long-range legion becomes a melee legion.
  • the actual number of the army being attacked is the minimum value of the maximum damage of the army of the attacking army, the number of surviving soldiers of the army of the attacked, and the maximum damage of the army.
  • the maximum damage of the attacked legion’s legion is greater than or equal to the number of survivors of the attacked legion’s soldiers, so the maximum damage of the attacking legion’s legion
  • the minimum of number, the number of soldiers of the attacked army alive, and the number of army maximum damage is equal to the lesser of the maximum number of army damage of the attacking army and the number of soldiers of the attacked army alive.
  • the above sub-step 3 can be implemented in the following way: the maximum damage number of the attacking army army, the number of surviving soldiers of the attacked army, and the maximum damage number of the army The minimum value in is determined as the actual attacked number of the army of the attacked party.
  • the actual damage value of this attack is determined according to the actual effective attack power of the attacking legion, the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion.
  • the actual damage value of this attack can be determined by the following formula:
  • H represents the actual damage value of this attack
  • a 1 represents the actual effective attack power of the attacking legion
  • N 3 represents the actual number of the attacked legion
  • B 1 represents the current HP of the attacked legion
  • N 21 represents the number of soldiers of the attacked army surviving.
  • sub-step 1 may be located between sub-step 2 and sub-step 3, or sub-step 1 may be located in sub-step 3 later.
  • Step S106 according to the above actual damage value, the type of army of the attacked army and the current blood volume of the army, determine the number of soldiers of the attacked army that should die.
  • the remaining blood of the attacked army can be determined based on the actual damage value and the current blood of the attacked army, and then the number of soldiers of the attacked army that should die can be determined based on the remaining blood of the army and the type of arms.
  • the blood volume of all surviving soldiers in the legion is always the same at any time.
  • the server does not need to save the blood volume of each soldier separately, which can greatly Reduce server stress.
  • the calculation rules for the number of deaths should be as follows: when the remaining blood volume of the legion is at a high value, the soldiers in the legion will bear the damage on average; when the remaining blood volume of the legion is lower than the preset threshold, the soldiers in the legion will start to die; The corresponding relationship between the blood volume and the number of survivors corresponding to the arms is preset in the server, and the number of deaths corresponding to the remaining blood volume of the legion is determined by looking up the corresponding relationship.
  • step S106 can be realized through the following sub-step a and sub-step b:
  • sub-step a according to the above actual damage value and the current blood volume of the army of the attacked party, the remaining blood volume of the army of the attacked party is determined.
  • the defense of the army of the attacked party will affect the blood deducted by the army of the attacked party, thereby affecting the remaining blood volume of the army of the attacked party, in some possible embodiments, it can be based on the current Defensive power, to determine the damage reduction ratio of the attacked army; then determine the remaining HP of the attacked army by the following formula:
  • B 2 represents the remaining blood of the attacked army
  • B 1 represents the current blood of the attacked army
  • H represents the actual damage value
  • r represents the damage reduction ratio of the attacked army
  • H ⁇ (1- r) Indicates the amount of blood deducted from the army of the attacking side.
  • Sub-step b according to the remaining blood volume of the army of the attacked party, the type of the army of the attacked party, and the preset corresponding relationship between the blood volume corresponding to the type of arms and the surviving soldiers, determine the number of soldiers of the attacked party's army that should die.
  • the above-mentioned corresponding relationship between blood volume and surviving soldiers includes a corresponding relationship table between the percentage of remaining blood volume and the percentage of surviving soldiers.
  • the target correspondence table is the correspondence table between the percentage of remaining blood volume corresponding to the armies of the attacked army and the percentage of surviving soldiers; look up in the target correspondence table to obtain the survival of the target soldiers corresponding to the percentage of remaining blood volume of the attacked army.
  • the above-mentioned target correspondence table is a correspondence table of the percentage of remaining blood volume and the percentage of surviving soldiers corresponding to the types of arms and the full number of soldiers of the army under attack.
  • Step S108 sending the above number of deaths to the client, so that the client plays a death action corresponding to the number of deaths.
  • the server sends the number of deaths to the client, so that the client can choose soldiers to play the death action according to the number of deaths, so as to achieve the effect of simulating the real death performance of soldiers in real battles. For example, if the number of deaths is 5, the client can select 5 soldiers according to certain rules (preset selection rules), and play the death actions of these 5 soldiers.
  • the server can also send the army's blood deducted or remaining blood of the attacked army to the client in this attack, so that the client can adjust the army of the attacked party according to the blood deducted or the remaining blood of the army.
  • the legion's current HP The legion's current HP.
  • the server obtains some data of both the attacking legion and the attacked legion in real time, including the types of arms of the attacking legion, the number of surviving soldiers, and the attack power of the legion on the panel, as well as the types and soldiers of the attacked legion.
  • the number of survivors and the current blood volume of the legion are calculated in real time to obtain the number of deaths corresponding to each attack, and the number of deaths is sent to the client, so that the client plays the death action according to certain rules according to the number of deaths. Make the combat process more realistic and consistent with cognition.
  • Step 1 The server obtains the attacking legion's arms type, surviving soldiers, legion attack power, and full number of soldiers, as well as the attacking legion's arms type, surviving soldiers, legion current HP, and legion full HP.
  • Attacking Legion A Infantry Legion, the attack power of the legion is 100, the full number of soldiers is 100, and all of them are currently alive, that is, the number of surviving soldiers of Legion A is 100;
  • Attacking Legion B Infantry Legion, the attack power of the legion is 200, the full number of soldiers is 100, and the current number of surviving soldiers is 15, that is, the number of surviving soldiers of Legion B is 15;
  • Attacking legion C monster legion, the attack power of the legion is 300, the full number of soldiers is 3, and the current surviving number is 2, that is, the surviving number of soldiers of C legion is 2;
  • legions are melee legions. It should be noted that although there are 3 attacking legions, only one attacking legion participates in the battle at the same time, and the number of soldiers killed by each attacking legion on the attacked legion will be calculated separately later.
  • Step 2 Calculate the maximum damage of the attacking legion and the maximum damage of the attacked legion.
  • the maximum number of damage to the legion min (the number of surviving soldiers, the maximum number of effective attacks) ⁇ the maximum number of damage to an individual soldier.
  • Step 3 Calculate the actual effective attack power of the attacking army.
  • Legion attack power refers to the attack power when it is fully staffed. Divide the legion attack power by the full number of soldiers to get the attack power of each soldier, and then multiply it by the current actual attackable number to get the current actual effective attack power of the legion. The actual number of people who can attack currently needs to be the smaller value of the number of soldiers alive and the maximum number of effective attacks.
  • Step 4 Calculate the actual number of attacked legions.
  • the actual number of attacked legions min (maximum damage of the attacking legion, survival number of soldiers of the attacked legion, maximum damage of the attacked legion).
  • the actual number of the attacked legion is calculated as:
  • Step 5 Calculate the actual damage value of this attack.
  • the actual effective attack power of the attacking legion in the formula is the value calculated in the third step, which means the blood volume that the legion should fight this time; "Individual blood volume” is the total blood volume of soldiers that can be hit by the attacked army currently, so the actual damage value takes the minimum value of the two.
  • Step 6 Calculate the number of soldiers of the attacked legion that should die.
  • the remaining blood volume of the D legion is obtained as follows:
  • A: 310/1000 31%, the corresponding percentage of surviving soldiers is 50%, that is, the number of surviving soldiers is 50, and the number of dead soldiers is 0, and the blood of the currently surviving soldiers continues to be deducted;
  • Step 7 Send the number of deaths to the client.
  • Step 8 The client plays the death action according to the number of deaths.
  • the server calculates the actual damage received by the attacked army and the number of deaths in real time.
  • the number of deaths also takes into account the type of arms and the number of soldiers that should die when the army has different blood volumes, so that players can see in battle
  • the number of soldiers when playing death animations is as expected.
  • the embodiment of the present disclosure mainly adds the characteristics of arms into the combat model, so that the actual effective attack power caused by the attacking legion, the actual damage value received by the attacked legion, and the number of deaths due to the attack are all more in line with real wars. Excellent performance, giving players a more realistic combat experience.
  • an embodiment of the present disclosure further provides an information processing device.
  • the device includes:
  • the acquisition module 32 is configured to obtain the current combat information of the attacking legion and the current combat information of the attacked legion in this attack, the current combat information of the attacking legion includes the types of arms of the attacking legion, and the number of surviving soldiers and legion attack power, the current combat information of the attacked legion includes the armies of the attacked legion, the number of surviving soldiers and the current blood volume of the legion;
  • the first determination module 34 the first determination module 34 is configured to determine the actual damage value of this attack according to the current combat information of the attacking party's army and the current combat information of the attacked party's army;
  • the second determination module 36 is configured to determine the number of soldiers of the attacked party's legion that should die according to the actual damage value and the arms of the attacked party's army and the current blood volume of the army;
  • the sending module 38 the sending module 38 is configured to send the number of deaths to be sent to the client, so that the client plays a death action corresponding to the number of deaths.
  • the information processing device takes into account the influence of arms and the number of surviving soldiers when determining the actual damage value, and also considers the influence of arms when determining the number of soldiers who should die based on the actual damage value.
  • the quantity is more in line with the performance in real wars, making the battle process more real and in line with cognition, thus optimizing the battle scenes on the client and improving the player's battle experience.
  • the above-mentioned first determination module 34 is also configured to:
  • the actual damage value of this attack is determined according to the actual effective attack power of the attacking legion, as well as the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion.
  • the above-mentioned first determination module 34 is also configured to:
  • a 1 A 0 ⁇ min(N 11 , Q 11 )/N 10 ;
  • the actual effective attack power of the attacking legion can be calculated by the following formula:
  • a 1 A 0 ⁇ N 11 /N 10 ;
  • a 1 represents the actual effective attack power of the attacking legion
  • a 0 represents the attack power of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents the maximum effective attacking number of the attacking legion
  • N 10 Indicates the full number of soldiers in the attacking legion, and the full number of soldiers refers to the maximum number of soldiers that the legion can accommodate.
  • the above-mentioned first determination module 34 is also configured to:
  • the maximum damage amount of the attacking legion's legion can be calculated by the following formula:
  • Q 12 represents the maximum damage amount of the attacking legion
  • Q 10 represents the maximum damage amount of an individual soldier corresponding to the arm of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents the maximum effective number of the attacking legion number of attacks.
  • the above-mentioned first determination module 34 is also configured to:
  • the maximum damage amount of the army of the attacked army can be calculated by the following formula:
  • Q 22 represents the maximum damage amount of the legion of the attacked party
  • Q 20 represents the maximum damage amount of an individual soldier corresponding to the type of the legion of the attacked party
  • N 21 represents the surviving number of soldiers of the attacked party’s legion
  • Q 21 represents the number of soldiers of the attacked party’s legion The maximum number of effective attacks for an army.
  • the above-mentioned first determination module 34 is also configured to:
  • the minimum value among the maximum damage of the attacking legion, the surviving number of soldiers of the attacked legion and the maximum damage of the legion is determined as the actual number of the attacked legion.
  • the above-mentioned first determination module 34 is also configured to:
  • H represents the actual damage value of this attack
  • a 1 represents the actual effective attack power of the attacking legion
  • N 3 represents the actual number of the attacked legion
  • B 1 represents the current HP of the attacked legion
  • N 21 represents the number of soldiers of the attacked army surviving.
  • the above-mentioned second determination module 36 is also configured to:
  • the number of soldiers of the army of the attacked party that should die is determined.
  • the above-mentioned second determination module 36 is also configured to:
  • the remaining HP of the attacked army is determined by the following formula:
  • B 2 represents the remaining blood of the attacked army
  • B 1 represents the current blood of the attacked army
  • H represents the actual damage value
  • r represents the damage reduction ratio of the attacked army
  • H ⁇ (1- r) Indicates the amount of HP deducted from the army of the attacking side.
  • the above-mentioned correspondence between blood volume and surviving soldiers includes a table of correspondence between the percentage of remaining blood volume and the percentage of surviving soldiers, and the above-mentioned second determination module 36 is further configured to:
  • Obtain a target correspondence table which is a correspondence table between the percentage of remaining blood volume and the percentage of surviving soldiers corresponding to the armies of the attacked army;
  • the survival percentage of the target soldiers determine the number of soldiers of the attacked army that should die.
  • An embodiment of the present disclosure also provides a server, referring to a schematic structural diagram of a server shown in FIG.
  • the interface 43 and the memory 41 are connected through the bus 42; the processor 40 is used to execute executable modules stored in the memory 41, such as computer programs.
  • the memory 41 may include a random access memory (Random Access Memory, RAM for short), and may also include a non-volatile memory (non-volatile memory, NVM for short), such as at least one disk memory.
  • RAM Random Access Memory
  • NVM non-volatile memory
  • the communication connection between the system network element and at least one other network element is realized through at least one communication interface 43 (which may be wired or wireless), and the Internet, wide area network, local network, metropolitan area network, etc. can be used.
  • the bus 42 may be an Industry Standard Architecture (ISA for short) bus, a Peripheral Component Interconnect (PCI for short) bus or an Extended Industry Standard Architecture (EISA for short) bus, etc.
  • ISA Industry Standard Architecture
  • PCI Peripheral Component Interconnect
  • EISA Extended Industry Standard Architecture
  • the bus can be divided into address bus, data bus, control bus and so on. For ease of representation, only one double-headed arrow is used in FIG. 4 , but it does not mean that there is only one bus or one type of bus.
  • the memory 41 is used to store a program, and the processor 40 executes the program after receiving an execution instruction, and the method performed by the device for process definition disclosed in any embodiment of the present disclosure can be applied to the processor 40 , or implemented by the processor 40.
  • the processor 40 may be an integrated circuit chip with signal processing capability.
  • an information processing method may be implemented through an integrated logic circuit of hardware in the processor 40 or instructions in the form of software.
  • the information processing method may include: obtaining the current combat information of the attacking legion and the current combat information of the attacked legion in this attack, the current combat information of the attacking legion includes the types of arms of the attacking legion, the number of surviving soldiers and legion attack power, the current combat information of the attacked legion includes the army type of the attacked legion, the number of surviving soldiers and the current blood volume of the legion; according to the current combat information of the attacking legion and the attacked According to the current combat information of the legion, determine the actual damage value of this attack; determine the number of soldiers of the attacked legion that should die according to the actual damage value and the arms of the attacked legion and the current blood volume of the legion; The number of deaths should be sent to the client, so that the client plays a death action corresponding to the number of deaths.
  • the step of determining the actual damage value of this attack may include: Attack power, determine the actual effective attack power of the attacking legion; determine the maximum damage amount of the attacking legion according to the arms of the attacking legion and the number of surviving soldiers, and and the number of surviving soldiers to determine the maximum damage of the army of the attacked party; according to the maximum damage of the army of the attacking party, the number of surviving soldiers of the army of the attacked party, and the maximum number of damage of the army, determine the The actual number of the attacking legion being attacked; the actual damage of this attack is determined according to the actual effective attack power of the attacking legion, as well as the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion value.
  • the step of determining the actual effective attack power of the attacking legion according to the types of arms of the attacking legion, the number of surviving soldiers, and the attack power of the legion may include:
  • a 1 represents the actual effective attack power of the attacking side legion
  • a 0 represents the legion attack power of the attacking side legion
  • N 11 represents the surviving number of soldiers of the attacking side legion
  • Q 11 represents the attacking side legion
  • N 10 represents the full number of soldiers of the attacking army.
  • the step of determining the maximum damage amount of the attacking side's army may include:
  • the maximum damage amount of the army of the attacking army is calculated by the following formula:
  • Q 12 represents the maximum damage amount of the army of the attacking party
  • Q 10 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents The maximum number of effective attacks for said attacking army.
  • the step of determining the maximum number of damages of the army of the attacked party may include:
  • the maximum damage amount of the army of the attacked party is calculated by the following formula:
  • Q 22 represents the maximum damage amount of the legion of the attacked party
  • Q 20 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacked party legion
  • N 21 represents the survival number of soldiers of the attacked party legion
  • Q 21 represents the maximum effective attack quantity of the army of the attacked party.
  • the step of determining the actual number of the army of the attacked side may include:
  • the minimum value among the maximum damage number of the army of the attacking party, the surviving number of soldiers of the army of the attacked party, and the maximum damage number of the army is determined as the actual number of the attacked army.
  • the step of determining the actual damage value of this attack may include:
  • H represents the actual damage value of this attack
  • a 1 represents the actual effective attack power of the attacking party legion
  • N 3 represents the actual number of the attacked party’s legion
  • B 1 represents the attacked party’s legion
  • N21 represents the number of surviving soldiers of the attacked legion.
  • the step of determining the number of soldiers of the attacked army that should die may include:
  • the arms of the army of the attacked party determine the number of soldiers of the army of the attacked party that should die .
  • the current combat information of the army of the attacked party also includes the current defense force of the army of the attacked party; according to the actual damage value and the current blood volume of the army of the attacked party, determine the The steps of remaining blood volume of the legion may include:
  • the remaining HP of the attacked army is determined by the following formula:
  • B 2 represents the remaining blood volume of the army of the attacked party
  • B 1 represents the current blood volume of the army of the attacked party
  • H represents the actual damage value
  • r represents the reduction of the army of the attacked party.
  • the corresponding relationship between the blood volume and the surviving soldiers includes a corresponding relationship table between the percentage of remaining blood volume and the percentage of surviving soldiers;
  • the corresponding relationship between the blood volume corresponding to the arms and the surviving soldiers, and the step of determining the number of soldiers of the attacked army that should die may include:
  • the remaining blood volume of the army of the attacked party and the full blood volume of the army calculate the percentage of the remaining blood volume of the army of the attacked party
  • the target correspondence table is a correspondence table between the percentage of remaining blood volume and the percentage of surviving soldiers corresponding to the arms of the attacked army;
  • the survival percentage of the target soldier corresponding to the remaining blood percentage of the attacked army is obtained;
  • the survival percentage of the target soldiers the number of soldiers of the attacked army that should die is determined.
  • processor 40 can be general-purpose processor, comprises central processing unit (Central Processing Unit, be called for short CPU), network processor (Network Processor, be called for short NP) etc.; Can also be Digital Signal Processing (Digital Signal Processing, be called for short DSP) ), Application Specific Integrated Circuit (ASIC for short), off-the-shelf programmable gate array (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components.
  • CPU central processing unit
  • Network Processor Network Processor
  • ASIC Application Specific Integrated Circuit
  • FPGA off-the-shelf programmable gate array
  • a general-purpose processor may be a microprocessor, or the processor may be any conventional processor, or the like.
  • the steps of the methods disclosed in the embodiments of the present disclosure may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor.
  • the software module can be located in a mature storage medium in the field such as random access memory, flash memory, read-only memory, programmable read-only memory or electrically erasable programmable memory, register.
  • the storage medium is located in the memory 41, and the processor 40 reads the information in the memory 41, and completes the steps of the above-mentioned information processing method in combination with its hardware.
  • the influence of the arms type and the number of surviving soldiers is considered, and when determining the number of deaths based on the actual damage value, the effect of the arms type is also taken into account, so that the number of deaths should be more in line with the real war.
  • the performance makes the battle process more realistic and conforms to cognition, thereby optimizing the battle scene on the client and improving the player's battle experience.
  • An embodiment of the present disclosure also provides an information processing system. Referring to the structural block diagram of an information processing system shown in FIG. .
  • the server 52 obtains the current combat information of the legions of both sides when each attack in real time, and calculates the number of deaths of the army of the attacked party in real time, so as to send the number of deaths to the client 54; When the number of legions that should die, play the corresponding death action.
  • the server 52 includes a processor 40 and a memory 41.
  • the memory 41 stores a computer program that can run on the processor 40.
  • an information processing method can be implemented.
  • the information processing method can include: obtaining the The current combat information of the attacking legion and the current combat information of the attacked legion in the attack, the current combat information of the attacking legion includes the arms type of the attacking legion, the number of surviving soldiers and the attack power of the legion, and the attacked
  • the current combat information of the army of the attacked party includes the types of troops of the army of the attacked party, the number of surviving soldiers and the current blood volume of the army; according to the current combat information of the army of the attacking party and the current combat information of the army of the attacked party, determine the The actual damage value of the attack; according to the actual damage value and the arms of the attacked legion and the current blood volume of the legion, determine the number of soldiers of the attacked legion that should die; send the number of soldiers that should die to the client , so that the client plays the death action corresponding to
  • the step of determining the actual damage value of this attack may include: Attack power, determine the actual effective attack power of the attacking legion; determine the maximum damage amount of the attacking legion according to the arms of the attacking legion and the number of surviving soldiers, and and the number of surviving soldiers to determine the maximum damage of the army of the attacked party; according to the maximum damage of the army of the attacking party, the number of surviving soldiers of the army of the attacked party, and the maximum number of damage of the army, determine the The actual number of the attacking legion being attacked; the actual damage of this attack is determined according to the actual effective attack power of the attacking legion, as well as the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion value.
  • the step of determining the actual effective attack power of the attacking legion according to the types of arms of the attacking legion, the number of surviving soldiers, and the attack power of the legion may include:
  • a 1 represents the actual effective attack power of the attacking side legion
  • a 0 represents the legion attack power of the attacking side legion
  • N 11 represents the surviving number of soldiers of the attacking side legion
  • Q 11 represents the attacking side legion
  • N 10 represents the full number of soldiers of the attacking army.
  • the step of determining the maximum damage amount of the attacking side's army may include:
  • the maximum damage amount of the army of the attacking army is calculated by the following formula:
  • Q 12 represents the maximum damage amount of the army of the attacking party
  • Q 10 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents The maximum number of effective attacks for said attacking army.
  • the step of determining the maximum number of damages of the army of the attacked party may include:
  • the maximum damage amount of the army of the attacked party is calculated by the following formula:
  • Q 22 represents the maximum damage amount of the legion of the attacked party
  • Q 20 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacked party legion
  • N 21 represents the survival number of soldiers of the attacked party legion
  • Q 21 represents the maximum effective attack quantity of the army of the attacked party.
  • the step of determining the actual number of the army of the attacked side may include:
  • the minimum value among the maximum damage number of the army of the attacking party, the surviving number of soldiers of the army of the attacked party, and the maximum damage number of the army is determined as the actual number of the attacked army.
  • the step of determining the actual damage value of this attack may include:
  • H represents the actual damage value of this attack
  • a 1 represents the actual effective attack power of the attacking party legion
  • N 3 represents the actual number of the attacked party’s legion
  • B 1 represents the attacked party’s legion
  • N21 represents the number of surviving soldiers of the attacked legion.
  • the step of determining the number of soldiers of the attacked party's army that should die may include:
  • the arms of the army of the attacked party determine the number of soldiers of the army of the attacked party that should die .
  • the current combat information of the army of the attacked party also includes the current defense force of the army of the attacked party; according to the actual damage value and the current blood volume of the army of the attacked party, determine the The steps of remaining blood volume of the legion may include:
  • the remaining HP of the attacked army is determined by the following formula:
  • B 2 represents the remaining blood volume of the army of the attacked party
  • B 1 represents the current blood volume of the army of the attacked party
  • H represents the actual damage value
  • r represents the reduction of the army of the attacked party.
  • the corresponding relationship between the blood volume and the surviving soldiers includes a corresponding relationship table between the percentage of remaining blood volume and the percentage of surviving soldiers;
  • the corresponding relationship between the blood volume corresponding to the arms and the surviving soldiers, and the step of determining the number of soldiers of the attacked army that should die may include:
  • the remaining blood volume of the army of the attacked party and the full blood volume of the army calculate the percentage of the remaining blood volume of the army of the attacked party
  • the target correspondence table is a correspondence table between the percentage of remaining blood volume and the percentage of surviving soldiers corresponding to the arms of the attacked army;
  • the survival percentage of the target soldier corresponding to the remaining blood percentage of the attacked army is obtained;
  • the survival percentage of the target soldiers the number of soldiers of the attacked army that should die is determined.
  • the influence of the arms type and the number of surviving soldiers is considered, and when determining the number of deaths based on the actual damage value, the effect of the arms type is also taken into account, so that the number of deaths should be more in line with the real war.
  • the performance makes the battle process more realistic and conforms to cognition, thereby optimizing the battle scene on the client and improving the player's battle experience.
  • an embodiment of the present disclosure also provides a computer-readable storage medium, on which a computer program is stored.
  • the information processing method may include: obtaining the current combat information of the attacking legion and the current combat information of the attacked legion in this attack, the current combat information of the attacking legion includes the types of arms of the attacking legion, the number of surviving soldiers and legion attack power, the current combat information of the attacked legion includes the army type of the attacked legion, the number of surviving soldiers and the current blood volume of the legion; according to the current combat information of the attacking legion and the attacked According to the current combat information of the legion, determine the actual damage value of this attack; determine the number of soldiers of the attacked legion that should die according to the actual damage value and the arms of the attacked legion and the current blood volume of the legion; The number of deaths should be sent to the client, so that the client plays a death action corresponding to the number of deaths
  • the step of determining the actual damage value of this attack may include: Attack power, determine the actual effective attack power of the attacking legion; determine the maximum damage amount of the attacking legion according to the arms of the attacking legion and the number of surviving soldiers, and and the number of surviving soldiers to determine the maximum damage of the army of the attacked party; according to the maximum damage of the army of the attacking party, the number of surviving soldiers of the army of the attacked party, and the maximum number of damage of the army, determine the The actual number of the attacking legion being attacked; the actual damage of this attack is determined according to the actual effective attack power of the attacking legion, as well as the actual number of the attacked legion, the number of surviving soldiers, and the current blood volume of the legion value.
  • the step of determining the actual effective attacking power of the attacking side's army may include:
  • a 1 represents the actual effective attack power of the attacking side legion
  • a 0 represents the legion attack power of the attacking side legion
  • N 11 represents the surviving number of soldiers of the attacking side legion
  • Q 11 represents the attacking side legion
  • N 10 represents the full number of soldiers of the attacking army.
  • the step of determining the maximum damage amount of the attacking side's army may include:
  • the maximum damage amount of the army of the attacking army is calculated by the following formula:
  • Q 12 represents the maximum damage amount of the army of the attacking party
  • Q 10 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacking legion
  • N 11 represents the number of surviving soldiers of the attacking legion
  • Q 11 represents The maximum number of effective attacks for said attacking army.
  • the step of determining the maximum number of damages of the army of the attacked party may include:
  • the maximum damage amount of the army of the attacked party is calculated by the following formula:
  • Q 22 represents the maximum damage amount of the legion of the attacked party
  • Q 20 represents the maximum damage amount of an individual soldier corresponding to the arms of the attacked party legion
  • N 21 represents the survival number of soldiers of the attacked party legion
  • Q 21 represents the maximum effective attack quantity of the army of the attacked party.
  • the step of determining the actual number of the army of the attacked side may include:
  • the minimum value among the maximum damage number of the army of the attacking party, the surviving number of soldiers of the army of the attacked party, and the maximum damage number of the army is determined as the actual number of the attacked army.
  • the step of determining the actual damage value of this attack may include:
  • H represents the actual damage value of this attack
  • a 1 represents the actual effective attack power of the attacking party legion
  • N 3 represents the actual number of the attacked party’s legion
  • B 1 represents the attacked party’s legion
  • N21 represents the number of surviving soldiers of the attacked legion.
  • the step of determining the number of soldiers of the attacked army that should die may include:
  • the arms of the army of the attacked party determine the number of soldiers of the army of the attacked party that should die .
  • the current combat information of the army of the attacked party also includes the current defense force of the army of the attacked party; according to the actual damage value and the current blood volume of the army of the attacked party, determine the The steps of remaining blood volume of the legion may include:
  • the remaining HP of the attacked army is determined by the following formula:
  • B 2 represents the remaining blood volume of the army of the attacked party
  • B 1 represents the current blood volume of the army of the attacked party
  • H represents the actual damage value
  • r represents the reduction of the army of the attacked party.
  • the corresponding relationship between the blood volume and the surviving soldiers includes a corresponding relationship table between the percentage of remaining blood volume and the percentage of surviving soldiers;
  • the corresponding relationship between the blood volume corresponding to the arms and the surviving soldiers, and the step of determining the number of soldiers of the attacked army that should die may include:
  • the remaining blood volume of the army of the attacked party and the full blood volume of the army calculate the percentage of the remaining blood volume of the army of the attacked party
  • the target correspondence table is a correspondence table between the percentage of remaining blood volume and the percentage of surviving soldiers corresponding to the arms of the attacked army;
  • the survival percentage of the target soldier corresponding to the remaining blood percentage of the attacked army is obtained;
  • the survival percentage of the target soldiers the number of soldiers of the attacked army that should die is determined.
  • the computer-readable storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM for short), RAM, magnetic disk or optical disk, and various media capable of storing program codes.
  • the influence of the arms type and the number of surviving soldiers is considered, and when determining the number of deaths based on the actual damage value, the effect of the arms type is also taken into account, so that the number of deaths should be more in line with the real war.
  • the performance makes the battle process more realistic and conforms to cognition, thereby optimizing the battle scene on the client and improving the player's battle experience.
  • each block in a flowchart or block diagram may represent a module, program segment, or part of code that includes one or more Executable instructions.
  • the functions noted in the block may occur out of the order noted in the figures. For example, two blocks in succession may, in fact, be executed substantially concurrently, or they may sometimes be executed in the reverse order, depending upon the functionality involved.
  • each block of the block diagrams and/or flowchart illustrations, and combinations of blocks in the block diagrams and/or flowchart illustrations can be implemented by a dedicated hardware-based system that performs the specified function or action , or may be implemented by a combination of dedicated hardware and computer instructions.
  • the disclosed systems, devices and methods may be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division.
  • multiple units or components can be combined or May be integrated into another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of devices or units may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.

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Abstract

本公开提供了一种信息处理方法、装置及系统、服务器及存储介质,涉及游戏技术领域,在模拟战场上军团士兵的伤亡过程时,先确定本次攻击的实际伤害值;进而根据该实际伤害值,确定被攻击方军团士兵的应死亡数量,并将该应死亡数量发送至客户端,以使客户端播放与该应死亡数量对应的死亡动作。其中,在确定实际伤害值时考虑了兵种和士兵存活数量的影响,并且在基于该实际伤害值确定应死亡数量时也考虑了兵种的影响,这样得到的应死亡数量更加符合真实战争中的表现,使战斗过程更加真实和符合认知,从而优化了客户端上的战斗场面,提升了玩家的战斗体验。

Description

信息处理方法、装置及系统、服务器及存储介质
相关申请的交叉引用
本公开要求于2021年06月04日提交中国国家知识产权局的申请号为202110628630.3、名称为“信息处理方法、装置及系统、服务器及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
技术领域
本公开涉及游戏技术领域,尤其是涉及一种信息处理方法、装置及系统、服务器及存储介质。
背景技术
战争游戏的战斗基本目标就是给玩家提供真实、史诗级的战斗场景及体验,以千人同屏的战斗为例,由于手机性能以及玩家操作的限制,服务器无法实时计算所有英雄/士兵的血量,玩家也无法在手机上实时操作数百个英雄/士兵。因此手游中无法将战斗中每个英雄/士兵单独作为一个单位,所以往往是以军团为最小作战单位,玩家同时只操作几个军团。其中,军团由1名英雄和若干士兵组成,根据士兵种类的不同,士兵数量为1(大型兵种)-120(普通士兵)不等;最小作战单位指战争游戏中玩家可操作的最小单位。
在模拟战场上军团士兵的伤亡过程时,目前通常有2种方案,一种是简单粗暴型:战斗中士兵仅是作为烘托战斗氛围的纯表现存在,无论军团血量剩余多少,军团攻击、士兵数量和受到的伤害都不会发生变化,军团血量掉完时直接全部士兵死亡、消失。另一种是简单优化型:军团攻击力随血量做线性或平方降低,军团掉血过程中随机播放士兵的死亡动作。
简单粗暴型方案的缺点非常明显,战斗场面虽然热闹,但是整个战斗过程非常假,军团死亡时整个军团所有的士兵一起消失/播放死亡动作,给玩家感受依然是只有几个单位在战斗,无法较为真实的还原史诗级战斗场面。
简单优化型,对攻击力和死亡规则进行了简单的修正,从定性的角度给玩家带来攻击力确实随着攻击方军团血量的减少而减少,被攻击方军团内的士兵数量也确实在逐个减少的直观感受,但是攻击力的线性或平方降低以及死亡数量的随机都与真实战争的情景相去甚远,都无法反映真实的战斗场面。
发明内容
本公开的目的在于提供一种信息处理方法、装置及系统、服务器及存储介质,以优化战斗场面,提升玩家的战斗体验。
本公开的一些实施例提供了一种信息处理方法,该信息处理方法可以包括:
获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息可以包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息可以包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;
根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;
根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;
将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
可选地,根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值的步骤,可以包括:
根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;
根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;
根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;
根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
可选地,根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的实际有效攻击力:
A 1=A 0×min(N 11,Q 11)/N 10
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的实际有效攻击力:
A 1=A 0×N 11/N 10
其中,A1表示所述进攻方军团的实际有效攻击力,A 0表示所述进攻方军团的军团攻击力,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量,N 10表示所述进攻方军团的士兵满编数量。
可选地,根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
Q 12=Q 10×min(N 11,Q 11);
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
Q 12=Q 10×N 11
其中,Q 12表示所述进攻方军团的军团最大伤害数量,Q 10表示所述进攻方军团的兵种对应的单兵最大伤害数量,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量。
可选地,根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量的步骤,可以包括:
当所述被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与所述被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×min(N 21,Q 21);
当所述被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×N 21
其中,Q 22表示所述被攻击方军团的军团最大伤害数量,Q 20表示所述被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示所述被攻击方军团的士兵存活数量,Q 21表示所述被攻击方军团的最大有效攻击数量。
可选地,根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大 伤害数量,确定所述被攻击方军团的实际被攻击数量的步骤,可以包括:
将所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为所述被攻击方军团的实际被攻击数量。
可选地,根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值的步骤,可以包括:
通过如下公式确定本次攻击的实际伤害值:
H=min(A 1,N 3×B 1/N 21),
其中,H表示本次攻击的实际伤害值,A 1表示所述进攻方军团的实际有效攻击力,N 3表示所述被攻击方军团的实际被攻击数量,B 1表示所述被攻击方军团的军团当前血量,N 21表示所述被攻击方军团的士兵存活数量。
可选地,根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
可选地,所述被攻击方军团的当前作战信息还包括所述被攻击方军团的当前防御力;根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量的步骤,可以包括:
根据所述被攻击方军团的当前防御力,确定所述被攻击方军团的减伤比例;
通过如下公式确定所述被攻击方军团的军团剩余血量:
B 2=B 1-H×(1-r),
其中,B 2表示所述被攻击方军团的军团剩余血量,B 1表示所述被攻击方军团的军团当前血量,H表示所述实际伤害值,r表示所述被攻击方军团的减伤比例。
可选地,所述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表;根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述被攻击方军团的军团剩余血量和军团满编血量,计算得到所述被攻击方军团的剩余血量百分比;
获取目标对应关系表,所述目标对应关系表为与所述被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;
在所述目标对应关系表中查找得到与所述被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;
根据所述目标士兵存活百分比,确定所述被攻击方军团士兵的应死亡数量。
本公开的另一些实施例还提供了一种信息处理装置,该信息处理装置可以包括:
获取模块,获取模块可以配置成用于获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;
第一确定模块,第一确定模块可以配置成用于根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;
第二确定模块,第二确定模块可以配置成用于根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;
发送模块,发送模块可以配置成用于将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
可选地,所述第一确定模块还可以配置成用于:
根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;
根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;
根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;
根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
可选地,所述第二确定模块还可以配置成用于:
根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
本公开的再一些实施例还提供了一种服务器,该服务器可以包括存储器、处理器,所述存储器中可以存储有可在所述处理器上运行的计算机程序,所述处理器可以执行所述计算机程序时实现上述实施例所述的信息处理方法。
本公开的又一些实施例还提供了一种信息处理系统,该信息处理系统可以包括上述实施例所述的服务器,还可以包括与所述服务器连接的客户端。
本公开的另外的实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质上可以存储有计算机程序,所述计算机程序被处理器运行时可以执行上述实施例所述的信息处理方法。
本公开实施例提供的信息处理方法、装置及系统、服务器及存储介质中,在模拟战场上军团士兵的伤亡过程时,可以先获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,进攻方军团的当前作战信息包括进攻方军团的兵种、士兵存活数量和军团攻击力,被攻击方军团的当前作战信息包括被攻击方军团的兵种、士兵存活数量和军团当前血量;然后可以根据进攻方军团的当前作战信息和被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;进而可以根据该实际伤害值以及被攻击方军团的兵种和军团当前血量,确定被攻击方军团士兵的应死亡数量,并将该应死亡数量发送至客户端,以使客户端播放与该应死亡数量对应的死亡动作。本公开实施例提供的信息处理方法、装置及系统、服务器及存储介质,在确定实际伤害值时考虑了兵种和士兵存活数量的影响,并且在基于该实际伤害值确定应死亡数量时也考虑了兵种的影响,这样得到的应死亡数量更加符合真实战争中的表现,使战斗过程更加真实和符合认知,从而优化了客户端上的战斗场面,提升了玩家的战斗体验。
附图说明
为了更清楚地说明本公开具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开实施例提供的一种信息处理方法的流程示意图;
图2为本公开实施例提供的一种信息处理方法的逻辑流程图;
图3为本公开实施例提供的一种信息处理装置的结构框图;
图4为本公开实施例提供的一种服务器的结构示意图;
图5为本公开实施例提供的一种信息处理系统的结构框图。
具体实施方式
下面将结合实施例对本公开的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
以军团为最小作战单位的战争游戏中,服务器无法精确计军团中每个士兵的血量,在这种情况下,如果不做任何处理,战斗中军团就会出现非常多影响战斗品质的情况,比如军团血量已经下降了很多,但军团的实际攻击力却还是和军团满编血量(简称满血)时相同,军团的士兵存活数量也完全不符合玩家对真实战斗的认知。而且不同兵种的攻击特点完全不同,比如巨兽军团内士兵数量(即巨兽数量)较少,但是与普通士兵相比,巨兽每次攻击可以攻击到更多的士兵;坦克军团每次射击也会对周围的若干士兵造成溅射伤害,因此如果不考虑兵种的攻击特点,则战斗的品质会极大的降低。
基于此,本公开实施例提供了一种信息处理方法、装置及系统、服务器及存储介质,可以模拟真实战场的伤亡规律来增强战场表现,从而提升玩家的战斗体验。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种信息处理方法进行详细介绍。
本公开实施例提供了一种信息处理方法,该方法可以由以军团为最小作战单位的战争游戏的服务器执行。该战争游戏中,整个军团为同一个总血量,军团受到伤害时,服务器按照既定规则进行军团的掉血,客户端根据服务器下发的应死亡数量做死亡表现;军团血量降为0时,军团死亡。该方法主要通过融入军团的士兵存活数量和兵种带来的攻击差异来解决如下两个问题:1、战斗中攻击方军团造成的伤害值随军团血量下降的下降曲线不符合实际;2、战斗中被攻击方军团的士兵死亡规律不符合实际。
参见图1所示的一种信息处理方法的流程示意图,该方法主要包括如下步骤S102~步骤S108:
步骤S102,获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,进攻方军团的当前作战信息包括进攻方军团的兵种、士兵存活数量和军团攻击力,被攻击方军团的当前作战信息包括被攻击方军团的兵种、士兵存活数量和军团当前血量。
服务器实时获取进攻方军团和被攻击方军团两方的若干数据,主要包括进攻方军团的兵种、士兵存活数量和面板上的军团攻击力,以及被攻击方军团的兵种、士兵存活数量和军团当前血量,另外,还可以获取进攻方军团的士兵满编数量,被攻击方军团的当前防御力、军团满编血量和士兵满编数量等。其中,军团攻击力为军团满编时的总攻击力,满编指的是军团的士兵存活数量为最大时的状态。
步骤S104,根据进攻方军团的当前作战信息和被攻击方军团的当前作战信息,确定本次攻击的实际伤害值。
本公开实施例中,除了常规的攻击、防御等属性外,在计算实际伤害值时增加了军团的士兵存活数量以及根据军团的兵种获得的军团最大伤害数量两个参数,将这两个参数融入战斗模型中来计算得到每次攻击的实际伤害值。其中,进攻方军团的军团最大伤害数量指进攻方军团可以同时伤害的最大士兵数量。军团最大伤害数量的提出是考虑到,在真实战争中,往往不存在对被攻击方军团内所有士兵同时造成伤害的情况,进攻方军团内的士兵存活数量以及兵种会影响进攻方军团最大可以同时对多少个士兵造成伤害。
基于此,在一些可能的实施例中,上述步骤S104可以通过如下子步骤1~子步骤4实现:
子步骤1,根据进攻方军团的兵种、士兵存活数量和军团攻击力,确定进攻方军团的实际有效攻击力。
考虑到,近战军团在实际战斗中由于站位问题只有少量的士兵可以同时对敌方军团进行攻击以及被 敌方军团攻击,本实施例中加入了参数“最大有效攻击数量”,即该近战军团中实际最大同时可直接进行攻击的士兵数量,其与该近战军团中最大可以同时被打到的士兵数量相等。
基于此,在一些可能的实施例中,当进攻方军团的兵种对应的攻击类型为近战攻击时(即该进攻方军团为近战军团时),获取与进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到进攻方军团的实际有效攻击力:
A 1=A 0×min(N 11,Q 11)/N 10
当进攻方军团的兵种对应的攻击类型为远程攻击时(即该进攻方军团为远程军团时),通过如下公式计算得到进攻方军团的实际有效攻击力:
A 1=A 0×N 11/N 10
其中,A 1表示进攻方军团的实际有效攻击力,A 0表示进攻方军团的军团攻击力,N 11表示进攻方军团的士兵存活数量,Q 11表示进攻方军团的最大有效攻击数量,N 10表示进攻方军团的士兵满编数量,士兵满编数量指军团最大可容纳的士兵数量。
例如,步兵军团的兵种为步兵,步兵对应的攻击类型为近战攻击,因此步兵军团为近战军团,步兵对应的最大有效攻击数量可以设定为20;当设定步兵军团的士兵满编数量为100时,若步兵军团当前的士兵存活数量大于20人,由于站位原因最多也只能20个士兵同时攻击,其余的士兵无法攻击,若步兵军团当前的士兵存活数量小于或等于20,则步兵军团中所有的士兵均能同时进行攻击。又如,怪兽军团的兵种为怪兽,怪兽对应的攻击类型为近战攻击,因此怪兽军团也为近战军团,怪兽对应的最大有效攻击数量可以设定为3,当设定怪兽军团的士兵满编数量为3时,怪兽军团内所有的士兵均能同时进行攻击。又如,炮兵军团的兵种为炮兵,炮兵对应的攻击类型为远程攻击,因此炮兵军团为远程军团。
子步骤2,根据进攻方军团的兵种和士兵存活数量,确定进攻方军团的军团最大伤害数量,并根据被攻击方军团的兵种和士兵存活数量,确定被攻击方军团的军团最大伤害数量。
单兵最大伤害数量和士兵存活数量均影响军团最大伤害数量,而单兵最大伤害数量与兵种一一对应,并且,同样的,近战军团的军团最大伤害数量还需要考虑最大有效攻击数量。
基于此,在一些可能的实施例中,当进攻方军团的兵种对应的攻击类型为近战攻击时,获取与进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到进攻方军团的军团最大伤害数量:
Q 12=Q 10×min(N 11,Q 11);
当进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到进攻方军团的军团最大伤害数量:
Q 12=Q 10×N 11
其中,Q 12表示进攻方军团的军团最大伤害数量,Q 10表示进攻方军团的兵种对应的单兵最大伤害数量,N 11表示进攻方军团的士兵存活数量,Q 11表示进攻方军团的最大有效攻击数量。
同样的,当被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到被攻击方军团的军团最大伤害数量:
Q 22=Q 20×min(N 21,Q 21);
当被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到被攻击方军团的军团最大伤害数量:
Q 22=Q 20×N 21
其中,Q 22表示被攻击方军团的军团最大伤害数量,Q 20表示被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示被攻击方军团的士兵存活数量,Q 21表示被攻击方军团的最大有效攻击数量。
为了便于理解,在一种可能的实现方式中,根据兵种及游戏玩法需求,可以将军团分为4大类,不 同军团种类及其对应的单兵最大伤害数量见下表1:
表1
军团种类 单兵最大伤害数量
步兵类 1
骑兵类 1
巨兽类 5
机械类 10
子步骤3,根据进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量,确定被攻击方军团的实际被攻击数量。
被攻击方军团分为近战军团或远程军团两类。当被攻击方军团为近战军团时,被攻击方军团会被进攻方军团近战攻击,因此在确定被攻击方军团的实际被攻击数量时,需要同时考虑进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量,即被攻击方军团的实际被攻击数量为进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值。
当进攻方军团为远程军团,且其被进攻方军团远程攻击时,在确定被攻击方军团的实际被攻击数量时,可以只考虑进攻方军团的军团最大伤害数量和被攻击方军团的士兵存活数量,即被攻击方军团的实际被攻击数量为进攻方军团的军团最大伤害数量和被攻击方军团的士兵存活数量中的较小者。
考虑到远程军团一旦被近战攻击,意味着该远程军团几乎无法继续使用远程攻击,只能近身肉搏,即该远程军团变为了近战军团,因此当被攻击方军团为远程军团,且其被进攻方军团近战攻击时,被攻击方军团的实际被攻击数量为进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值。
另外,考虑到进攻方军团为远程军团,且其被进攻方军团远程攻击时,被攻击方军团的军团最大伤害数量大于或等于被攻击方军团的士兵存活数量,从而进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值,等于进攻方军团的军团最大伤害数量和被攻击方军团的士兵存活数量中的较小者。在此基础上,无论被攻击方军团为近战军团或远程军团,上述子步骤3均可以如下方式实现:将进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为被攻击方军团的实际被攻击数量。
子步骤4,根据进攻方军团的实际有效攻击力,以及被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
在一些可能的实施例中,可以通过如下公式确定本次攻击的实际伤害值:
H=min(A 1,N 3×B 1/N 21),
其中,H表示本次攻击的实际伤害值,A 1表示进攻方军团的实际有效攻击力,N 3表示被攻击方军团的实际被攻击数量,B 1表示被攻击方军团的军团当前血量,N 21表示被攻击方军团的士兵存活数量。
需要说明的是,上述子步骤1与子步骤2和子步骤3之间无先后执行顺序,在其他实施例中,子步骤1可以位于子步骤2和子步骤3之间,或者子步骤1位于子步骤3之后。
步骤S106,根据上述实际伤害值以及被攻击方军团的兵种和军团当前血量,确定被攻击方军团士兵的应死亡数量。
可以先根据实际伤害值和被攻击方军团的军团当前血量,确定被攻击方军团的军团剩余血量,然后基于军团剩余血量和兵种确定被攻击方军团士兵的应死亡数量。
可选地,本实施例中设定存在如下规则:任何时候军团内所有存活的士兵的血量永远是相同的,该 设定下,服务器无需单独保存每个士兵的血量,这样可以极大减少服务器的压力。基于此,应死亡数量的计算规则可以如下:当军团剩余血量处于较高值时,军团内的士兵平均承担伤害,当军团剩余血量低于预设的阈值时,军团内士兵开始死亡;服务器内预设有与兵种对应的血量与存活数量的对应关系,通过查找该对应关系确定与军团剩余血量对应的应死亡数量。
因此,上述步骤S106可以通过如下子步骤a和子步骤b实现:
子步骤a,根据上述实际伤害值和被攻击方军团的军团当前血量,确定被攻击方军团的军团剩余血量。
考虑到被攻击方军团的防御力会影响被攻击方军团的军团扣血量,从而影响被攻击方军团的军团剩余血量,在一些可能的实施例中,可以先根据被攻击方军团的当前防御力,确定被攻击方军团的减伤比例;然后通过如下公式确定被攻击方军团的军团剩余血量:
B 2=B 1-H×(1-r),
其中,B 2表示被攻击方军团的军团剩余血量,B 1表示被攻击方军团的军团当前血量,H表示实际伤害值,r表示被攻击方军团的减伤比例,H×(1-r)表示被攻击方军团的军团扣血量。
子步骤b,根据被攻击方军团的军团剩余血量、被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定被攻击方军团士兵的应死亡数量。
可选地,上述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表,基于此,可以通过如下过程确定被攻击方军团士兵的应死亡数量:先根据被攻击方军团的军团剩余血量和军团满编血量,计算得到被攻击方军团的剩余血量百分比(剩余血量百分比=军团剩余血量/军团满编血量);然后获取目标对应关系表,该目标对应关系表为与被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;在目标对应关系表中查找得到与被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;进而根据该目标士兵存活百分比,确定被攻击方军团士兵的应死亡数量(被攻击方军团士兵的应死亡数量=士兵满编数量-士兵满编数量×目标士兵存活百分比)。
可选地,在另一些可能的实施例中,考虑到同一兵种的军团的士兵满编数量可能不同,为了进一步提高军团的死亡表现,还可以进一步根据不同的士兵满编数量设置不同的血量与存活士兵的对应关系。基于此,上述目标对应关系表为与被攻击方军团的兵种和士兵满编数量对应的剩余血量百分比与存活士兵百分比的对应关系表。
步骤S108,将上述应死亡数量发送至客户端,以使客户端播放与该应死亡数量对应的死亡动作。
服务器通过将应死亡数量下发给客户端,使得客户端可以根据应死亡数量选择士兵播放死亡动作,从而达到模拟真实战斗中士兵真实死亡表现的效果。例如,若应死亡数量为5,则客户端可以按照一定的规则(预设的选择规则)选择5个士兵,并播放这5个士兵的死亡动作。
另外,服务器还可以将本次攻击下,被攻击方军团的军团扣血量或军团剩余血量发送至客户端,以使客户端根据军团扣血量或军团剩余血量来调整被攻击方军团的军团当前血量。
本公开实施例中,服务器实时获取进攻方军团和被攻击方军团两方的若干数据,包括进攻方军团的兵种、士兵存活数量和面板上的军团攻击力,以及被攻击方军团的兵种、士兵存活数量和军团当前血量,然后实时计算得到每次攻击对应的应死亡数量,并将该应死亡数量下发给客户端,使得客户端根据该应死亡数量按照一定的规则播放死亡动作,从而使战斗过程更加真实和符合认知。
为了便于理解,下面参照图2所示的一种信息处理方法的逻辑流程图,通过一个具体示例对该信息处理方法进行详细说明。
第一步:服务器获取进攻方军团的兵种、士兵存活数量、军团攻击力和士兵满编数量,以及被攻击方军团的兵种、士兵存活数量、军团当前血量和军团满编血量。
具体的数据如下:
进攻方军团A:步兵军团,军团攻击力为100,士兵满编数量为100,当前全部存活,即A军团的士兵存活数量为100;
进攻方军团B:步兵军团,军团攻击力为200,士兵满编数量为100,当前存活数量为15,即B军团的士兵存活数量为15;
进攻方军团C:怪兽军团,军团攻击力为300,士兵满编数量为3,当前存活数量为2,即C军团的士兵存活数量为2;
被攻击方军团D:步兵军团,无防御力,军团满编血量为1000,军团当前血量为330,士兵满编数量为100,当前存活一半,即D军团的士兵存活数量为50。
上述4个军团均为近战军团。需要说明的是,虽然进攻方军团有3个,但同一时刻只有一个进攻方军团参战,后续将分别计算每个进攻方军团对被攻击方军团造成的士兵的应死亡数量。
第二步:计算进攻方军团的军团最大伤害数量和被攻击方军团的军团最大伤害数量。
军团最大伤害数量=min(士兵存活数量,最大有效攻击数量)×单兵最大伤害数量。
设定步兵军团的步兵对应的最大有效攻击数量为20,步兵对应的单兵最大伤害数量为1,怪兽军团的怪兽对应的最大有效攻击数量为3,怪兽对应的单兵最大伤害数量为5,则计算得到A、B、C、D四个军团的军团最大伤害数量分别如下:
A:min(100,20)×1=20;
B:min(15,20)×1=15;
C:min(2,3)×5=10;
D:min(50,20)×1=20。
第三步:计算进攻方军团的实际有效攻击力。
实际有效攻击力=军团攻击力×min(士兵存活数量,最大有效攻击数量)/士兵满编数量。
公式解释:军团攻击力指的是满编时的攻击力,军团攻击力除以士兵满编数量得到每个士兵的攻击力,然后乘以当前实际可以攻击人数得到军团当前的实际有效攻击力,当前实际可以攻击的人数需要取士兵存活数量和最大有效攻击数量中的较小值。
根据此,计算得到A、B、C三个进攻方军团的实际有效攻击力分别如下:
A:100×min(100,20)/100=20;
B:200×min(15,20)/100=30;
C:300×min(2,3)/3=200。
第四步:计算被攻击方军团的实际被攻击数量。
被攻击方军团的实际被攻击数量=min(进攻方军团的军团最大伤害数量,被攻击方军团的士兵存活数量,被攻击方军团的军团最大伤害数量)。
公式解释:对于近战军团来说,当其和另一个近战军团近身战斗时,该近战军团有多少士兵能同时进攻敌人,则可以视为其有同样多的士兵能被敌人攻击到,所以公式中要求的被攻击方军团的实际被攻击数量实际上也是计算被攻击方军团同时能有多少个人进行攻击。
根据此公式,计算得到被攻击方军团的实际被攻击数量为:
被A军团攻击时:min(20,50,20)=20;
被B军团攻击时:min(15,50,20)=15;
被C军团攻击时:min(10,50,20)=10。
第五步:计算本次攻击的实际伤害值。
实际伤害值=min(进攻方军团的实际有效攻击力,被攻击方军团的实际被攻击数量×被攻击方军团的当前单兵血量),当前单兵血量=军团当前血量/士兵存活数量。
公式解释:公式中的进攻方军团的实际有效攻击力即第三步计算的数值,意思是军团本次应该打的血量;“被攻击方军团的实际被攻击数量×被攻击方军团的当前单兵血量”是被攻击方军团当前能被打到的士兵的总血量,因此实际伤害值取两者的最小值。
带入公式,得到D的当前单兵血量为:330/50=6.6,ABC分别对D造成的实际伤害值分别如下:
A:min(20,20×6.6)=20;
B:min(30,15×6.6)=30;
C:min(200,10×6.6)=66。
第六步:计算被攻击方军团士兵的应死亡数量。
战争中军团受到伤害掉血时,实际情况并不是一部分士兵完全死亡,剩余的士兵完全不掉血,真实的情况是一开始军团受到伤害时整体掉血,即此时每个士兵都会掉血,等到军团血量达到一定阈值时,开始有部分士兵死亡,剩余的士兵此时也并非满血,所以我们针对不同的士兵做了相应的死亡方案(即剩余血量百分比与存活士兵百分比的对应关系表),如下表2示出了一种步兵军团对应的死亡方案。
表2
剩余血量百分比 存活士兵百分比
100% 100.00%
95.00% 100.00%
90.00% 100.00%
85.00% 100.00%
80.00% 100.00%
75.00% 100.00%
70.00% 100.00%
64.86% 94.00%
60.72% 88.00%
55.76% 82.00%
51.68% 76.00%
45.56% 68.00%
40.20% 60.00%
33.00% 50.00%
30.36% 46.00%
27.30% 42.00%
23.40% 36.00%
21.76% 34.00%
19.20% 30.00%
15.12% 24.00%
12.40% 20.00%
8.40% 14.00%
4.64% 8.00%
如表2所示,当军团的剩余血量百分比为70%及以上时,军团不会死亡任何士兵;当军团的剩余血量百分比达到64.86%时,军团剩余94%的士兵,死亡6%的士兵;当军团的剩余血量百分比为4.64%及以下时,军团剩余8%的士兵,即最后8%的士兵一起死亡。该表2的数据是根据实际情况对不同兵种进行调整得出的。
对于被攻击方军团D,通过其存活士兵百分比,可以推算出其军团当前血量,具体如下:已知剩余50%的士兵(即存活士兵百分比为50%),所以可以查表2得到此时军团血量应该剩余33%(即剩余血量百分比为33%),则军团当前血量为1000*33%=330。
根据第五步的实际伤害值(即D军团实际应该扣除的血量),得到D军团的军团剩余血量分别为:
A:330-20=310;
B:330-30=300;
C:330-132=198。
然后分别计算剩余血量百分比,并进一步查表得到存活士兵百分比,从而计算出应死亡数量,具体如下:
A:310/1000=31%,对应的存活士兵百分比为50%,即应存活士兵数量为50,应死亡数量为0,当前存活的士兵继续扣血;
B:300/1000=30%,对应的存活士兵百分比为46%,即应存活士兵数量为46,应死亡数量为4;
C:198/1000=19.8%,对应的存活士兵百分比为34%,即应存活士兵数量为34,应死亡数量为16。
第七步:将应死亡数量下发给客户端。
第八步:客户端根据应死亡数量播放死亡动作。
这样战争中军团的死亡表现会非常符合玩家认知和实际战争情景。
本公开实施例提供的信息处理方法,带来了如下有益效果:
1、获取攻击方军团的士兵存活数量以及军团最大伤害数量两个数据,本质是将兵种以及其在真实战场中攻击的表现考虑进去,更加真实的反应了在实际战争中该攻击方军团实时造成的伤害,相比目前将攻击简单的进行线性或二次衰减,这样会使得军团实时造成伤害的变化与实际战斗中军团士兵死亡的变化关系更加符合玩家认知。
2、通过获取被攻击方军团的士兵存活数量以及其军团最大伤害数量,还原了真实战斗中一个军团中数量众多的士兵不可能同时被攻击到的情景。
3、服务器实时计算被攻击方军团受到的实际伤害值以及应死亡数量,该应死亡数量同样考虑了兵种,以及军团在不同血量的时候应该死亡的士兵数量不同,使玩家在战斗中看到的播放死亡动作时的士兵数量符合预期。
总而言之,本公开实施例主要将兵种的特点加入到战斗模型中,使攻击方军团造成的实际有效攻击力、被攻击方军团受到的实际伤害值、攻击造成的应死亡数量都更加符合真实战争中的表现,给玩家更加真实的战斗体验。
对应于上述的信息处理方法,本公开实施例还提供了一种信息处理装置。参见图3所示的一种信息处理装置的结构框图,该装置包括:
获取模块32,获取模块32配置成用于获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,进攻方军团的当前作战信息包括进攻方军团的兵种、士兵存活数量和军团攻击力,被攻击方军团的当前作战信息包括被攻击方军团的兵种、士兵存活数量和军团当前血量;
第一确定模块34,第一确定模块34配置成用于根据进攻方军团的当前作战信息和被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;
第二确定模块36,第二确定模块36配置成用于根据实际伤害值以及被攻击方军团的兵种和军团当前血量,确定被攻击方军团士兵的应死亡数量;
发送模块38,发送模块38配置成用于将应死亡数量发送至客户端,以使客户端播放与应死亡数量对应的死亡动作。
本公开实施例提供的信息处理装置,在确定实际伤害值时考虑了兵种和士兵存活数量的影响,并且在基于该实际伤害值确定应死亡数量时也考虑了兵种的影响,这样得到的应死亡数量更加符合真实战争中的表现,使战斗过程更加真实和符合认知,从而优化了客户端上的战斗场面,提升了玩家的战斗体验。
可选地,上述第一确定模块34还配置成用于:
根据进攻方军团的兵种、士兵存活数量和军团攻击力,确定进攻方军团的实际有效攻击力;
根据进攻方军团的兵种和士兵存活数量,确定进攻方军团的军团最大伤害数量,并根据被攻击方军团的兵种和士兵存活数量,确定被攻击方军团的军团最大伤害数量;
根据进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量,确定被攻击方军团的实际被攻击数量;
根据进攻方军团的实际有效攻击力,以及被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
可选地,上述第一确定模块34还配置成用于:
当进攻方军团的兵种对应的攻击类型为近战攻击时,获取与进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到进攻方军团的实际有效攻击力:
A 1=A 0×min(N 11,Q 11)/N 10
当进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到进攻方军团的实际有效攻击力:
A 1=A 0×N 11/N 10
其中,A 1表示进攻方军团的实际有效攻击力,A 0表示进攻方军团的军团攻击力,N 11表示进攻方军团的士兵存活数量,Q 11表示进攻方军团的最大有效攻击数量,N 10表示进攻方军团的士兵满编数量,士兵满编数量指军团最大可容纳的士兵数量。
可选地,上述第一确定模块34还配置成用于:
当进攻方军团的兵种对应的攻击类型为近战攻击时,获取与进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到进攻方军团的军团最大伤害数量:
Q 12=Q 10×min(N 11,Q 11);
当进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到进攻方军团的军团最大伤害数量:
Q 12=Q 10×N 11
其中,Q 12表示进攻方军团的军团最大伤害数量,Q 10表示进攻方军团的兵种对应的单兵最大伤害数量,N 11表示进攻方军团的士兵存活数量,Q 11表示进攻方军团的最大有效攻击数量。
可选地,上述第一确定模块34还配置成用于:
当被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到被攻击方军团的军团最大伤害数量:
Q 22=Q 20×min(N 21,Q 21);
当被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到被攻击方军团的军团最大伤害数量:
Q 22=Q 20×N 21
其中,Q 22表示被攻击方军团的军团最大伤害数量,Q 20表示被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示被攻击方军团的士兵存活数量,Q 21表示被攻击方军团的最大有效攻击数量。
可选地,上述第一确定模块34还配置成用于:
将进攻方军团的军团最大伤害数量、被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为被攻击方军团的实际被攻击数量。
可选地,上述第一确定模块34还配置成用于:
通过如下公式确定本次攻击的实际伤害值:
H=min(A 1,N 3×B 1/N 21),
其中,H表示本次攻击的实际伤害值,A 1表示进攻方军团的实际有效攻击力,N 3表示被攻击方军团的实际被攻击数量,B 1表示被攻击方军团的军团当前血量,N 21表示被攻击方军团的士兵存活数量。
可选地,上述第二确定模块36还配置成用于:
根据实际伤害值和被攻击方军团的军团当前血量,确定被攻击方军团的军团剩余血量;
根据被攻击方军团的军团剩余血量、被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定被攻击方军团士兵的应死亡数量。
可选地,上述第二确定模块36还配置成用于:
根据被攻击方军团的当前防御力,确定被攻击方军团的减伤比例;
通过如下公式确定被攻击方军团的军团剩余血量:
B 2=B 1-H×(1-r),
其中,B 2表示被攻击方军团的军团剩余血量,B 1表示被攻击方军团的军团当前血量,H表示实际伤害值,r表示被攻击方军团的减伤比例,H×(1-r)表示被攻击方军团的军团扣血量。
可选地,上述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表,上述第二确定模块36还配置成用于:
根据被攻击方军团的军团剩余血量和军团满编血量,计算得到被攻击方军团的剩余血量百分比;
获取目标对应关系表,该目标对应关系表为与被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;
在目标对应关系表中查找得到与被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;
根据该目标士兵存活百分比,确定被攻击方军团士兵的应死亡数量。
本实施例所提供的装置,其实现原理及产生的技术效果和前述方法实施例相同,为简要描述,装置实施例部分未提及之处,可参考前述方法实施例中相应内容。
本公开实施例还提供了一种服务器,参见图4所示的一种服务器的结构示意图,该服务器52包括:处理器40,存储器41,总线42和通信接口43,所述处理器40、通信接口43和存储器41通过总线42连接;处理器40用于执行存储器41中存储的可执行模块,例如计算机程序。
其中,存储器41可能包含随机存取存储器(Random Access Memory,简称RAM),也可能还包括非易失性存储器(non-volatile memory,简称NVM),例如至少一个磁盘存储器。通过至少一个通信接口43(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。
总线42可以是工业标准体系结构(Industry Standard Architecture,简称ISA)总线、外设部件互连标准(Peripheral Component Interconnect,简称PCI)总线或扩展工业标准结构(Extended Industry Standard Architecture,简称EISA)总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示, 图4中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
其中,存储器41用于存储程序,所述处理器40在接收到执行指令后,执行所述程序,前述本公开任一实施例揭示的流程定义的装置所执行的方法可以应用于处理器40中,或者由处理器40实现。
处理器40可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,可以通过处理器40中的硬件的集成逻辑电路或者软件形式的指令来完成一种信息处理方法。
该信息处理方法可以包括:获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值的步骤,可以包括:根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的实际有效攻击力:A 1=A 0×min(N 11,Q 11)/N 10
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的实际有效攻击力:A 1=A 0×N 11/N 10
其中,A 1表示所述进攻方军团的实际有效攻击力,A 0表示所述进攻方军团的军团攻击力,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量,N 10表示所述进攻方军团的士兵满编数量。
根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的军团最大伤害数量:Q 12=Q 10×min(N 11,Q 11);
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
Q 12=Q 10×N 11
其中,Q 12表示所述进攻方军团的军团最大伤害数量,Q 10表示所述进攻方军团的兵种对应的单兵最大伤害数量,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量。
根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量的步骤, 可以包括:
当所述被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与所述被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×min(N 21,Q 21);
当所述被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×N 21
其中,Q 22表示所述被攻击方军团的军团最大伤害数量,Q 20表示所述被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示所述被攻击方军团的士兵存活数量,Q 21表示所述被攻击方军团的最大有效攻击数量。
根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量的步骤,可以包括:
将所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为所述被攻击方军团的实际被攻击数量。
根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值的步骤,可以包括:
通过如下公式确定本次攻击的实际伤害值:
H=min(A 1,N 3×B 1/N 21),
其中,H表示本次攻击的实际伤害值,A 1表示所述进攻方军团的实际有效攻击力,N 3表示所述被攻击方军团的实际被攻击数量,B 1表示所述被攻击方军团的军团当前血量,N21表示所述被攻击方军团的士兵存活数量。
根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
所述被攻击方军团的当前作战信息还包括所述被攻击方军团的当前防御力;根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量的步骤,可以包括:
根据所述被攻击方军团的当前防御力,确定所述被攻击方军团的减伤比例;
通过如下公式确定所述被攻击方军团的军团剩余血量:
B 2=B 1-H×(1-r),
其中,B 2表示所述被攻击方军团的军团剩余血量,B 1表示所述被攻击方军团的军团当前血量,H表示所述实际伤害值,r表示所述被攻击方军团的减伤比例。
所述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表;根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述被攻击方军团的军团剩余血量和军团满编血量,计算得到所述被攻击方军团的剩余血量百分比;
获取目标对应关系表,所述目标对应关系表为与所述被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;
在所述目标对应关系表中查找得到与所述被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;
根据所述目标士兵存活百分比,确定所述被攻击方军团士兵的应死亡数量。
上述的处理器40可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现成可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器41,处理器40读取存储器41中的信息,结合其硬件完成上述信息处理方法的步骤。
由此,在确定实际伤害值时考虑了兵种和士兵存活数量的影响,并且在基于该实际伤害值确定应死亡数量时也考虑了兵种的影响,这样得到的应死亡数量更加符合真实战争中的表现,使战斗过程更加真实和符合认知,从而优化了客户端上的战斗场面,提升了玩家的战斗体验。
本公开实施例还提供了一种信息处理系统,参见图5所示的一种信息处理系统的结构框图,该信息处理系统可以包括上述的服务器52,还可以包括与服务器52连接的客户端54。
服务器52实时获取每次攻击时双方军团的当前作战信息,并实时计算出被攻击方军团的应死亡数量,从而将该应死亡数量下发给客户端54;客户端54在接收到被攻击方军团的应死亡数量时,播放相应的死亡动作。
服务器52包括处理器40和存储器41,存储器41中存储有能够在处理器40上运行的计算机程序,处理器40执行计算机程序时可以实现一种信息处理方法,该信息处理方法可以包括:获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值的步骤,可以包括:根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的实际有效攻击力:A 1=A 0×min(N 11,Q 11) /N 10
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的实际有效攻击力:A 1=A 0×N 11/N 10
其中,A 1表示所述进攻方军团的实际有效攻击力,A 0表示所述进攻方军团的军团攻击力,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量,N 10表示所述进攻方军团的士兵满编数量。
根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的军团最大伤害数量:Q 12=Q 10×min(N 11,Q 11);
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
Q 12=Q 10×N 11
其中,Q 12表示所述进攻方军团的军团最大伤害数量,Q 10表示所述进攻方军团的兵种对应的单兵最大伤害数量,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量。
根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量的步骤,可以包括:
当所述被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与所述被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×min(N 21,Q 21);
当所述被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×N 21
其中,Q 22表示所述被攻击方军团的军团最大伤害数量,Q 20表示所述被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示所述被攻击方军团的士兵存活数量,Q 21表示所述被攻击方军团的最大有效攻击数量。
根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量的步骤,可以包括:
将所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为所述被攻击方军团的实际被攻击数量。
根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值的步骤,可以包括:
通过如下公式确定本次攻击的实际伤害值:
H=min(A 1,N 3×B 1/N 21),
其中,H表示本次攻击的实际伤害值,A 1表示所述进攻方军团的实际有效攻击力,N 3表示所述被攻击方军团的实际被攻击数量,B 1表示所述被攻击方军团的军团当前血量,N21表示所述被攻击方军团的士兵存活数量。
根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的 应死亡数量的步骤,可以包括:
根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
所述被攻击方军团的当前作战信息还包括所述被攻击方军团的当前防御力;根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量的步骤,可以包括:
根据所述被攻击方军团的当前防御力,确定所述被攻击方军团的减伤比例;
通过如下公式确定所述被攻击方军团的军团剩余血量:
B 2=B 1-H×(1-r),
其中,B 2表示所述被攻击方军团的军团剩余血量,B 1表示所述被攻击方军团的军团当前血量,H表示所述实际伤害值,r表示所述被攻击方军团的减伤比例。
所述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表;根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述被攻击方军团的军团剩余血量和军团满编血量,计算得到所述被攻击方军团的剩余血量百分比;
获取目标对应关系表,所述目标对应关系表为与所述被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;
在所述目标对应关系表中查找得到与所述被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;
根据所述目标士兵存活百分比,确定所述被攻击方军团士兵的应死亡数量。
由此,在确定实际伤害值时考虑了兵种和士兵存活数量的影响,并且在基于该实际伤害值确定应死亡数量时也考虑了兵种的影响,这样得到的应死亡数量更加符合真实战争中的表现,使战斗过程更加真实和符合认知,从而优化了客户端上的战斗场面,提升了玩家的战斗体验。
另外,本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行前面方法实施例中所述的信息处理方法。该信息处理方法可以包括:获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值的步骤,可以包括:根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力 的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的实际有效攻击力:A 1=A 0×min(N 11,Q 11)/N 10
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的实际有效攻击力:A 1=A 0×N 11/N 10
其中,A 1表示所述进攻方军团的实际有效攻击力,A 0表示所述进攻方军团的军团攻击力,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量,N 10表示所述进攻方军团的士兵满编数量。
根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量的步骤,可以包括:
当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的军团最大伤害数量:Q 12=Q 10×min(N 11,Q 11);
当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
Q 12=Q 10×N 11
其中,Q 12表示所述进攻方军团的军团最大伤害数量,Q 10表示所述进攻方军团的兵种对应的单兵最大伤害数量,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量。
根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量的步骤,可以包括:
当所述被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与所述被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×min(N 21,Q 21);
当所述被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
Q 22=Q 20×N 21
其中,Q 22表示所述被攻击方军团的军团最大伤害数量,Q 20表示所述被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示所述被攻击方军团的士兵存活数量,Q 21表示所述被攻击方军团的最大有效攻击数量。
根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量的步骤,可以包括:
将所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为所述被攻击方军团的实际被攻击数量。
根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值的步骤,可以包括:
通过如下公式确定本次攻击的实际伤害值:
H=min(A 1,N 3×B 1/N 21),
其中,H表示本次攻击的实际伤害值,A 1表示所述进攻方军团的实际有效攻击力,N 3表示所述被 攻击方军团的实际被攻击数量,B 1表示所述被攻击方军团的军团当前血量,N21表示所述被攻击方军团的士兵存活数量。
根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
所述被攻击方军团的当前作战信息还包括所述被攻击方军团的当前防御力;根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量的步骤,可以包括:
根据所述被攻击方军团的当前防御力,确定所述被攻击方军团的减伤比例;
通过如下公式确定所述被攻击方军团的军团剩余血量:
B 2=B 1-H×(1-r),
其中,B 2表示所述被攻击方军团的军团剩余血量,B 1表示所述被攻击方军团的军团当前血量,H表示所述实际伤害值,r表示所述被攻击方军团的减伤比例。
所述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表;根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量的步骤,可以包括:
根据所述被攻击方军团的军团剩余血量和军团满编血量,计算得到所述被攻击方军团的剩余血量百分比;
获取目标对应关系表,所述目标对应关系表为与所述被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;
在所述目标对应关系表中查找得到与所述被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;
根据所述目标士兵存活百分比,确定所述被攻击方军团士兵的应死亡数量。
该计算机可读存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,简称ROM)、RAM、磁碟或者光盘等各种可以存储程序代码的介质。
由此,在确定实际伤害值时考虑了兵种和士兵存活数量的影响,并且在基于该实际伤害值确定应死亡数量时也考虑了兵种的影响,这样得到的应死亡数量更加符合真实战争中的表现,使战斗过程更加真实和符合认知,从而优化了客户端上的战斗场面,提升了玩家的战斗体验。
附图中的流程图和框图显示了根据本公开的多个实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段或代码的一部分,所述模块、程序段或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个连续的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或动作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
在本公开所提供的几个实施例中,应该理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或 一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
最后应说明的是:以上各实施例仅用以说明本公开的技术方案,而非对其限制;尽管参照前述各实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分或者全部技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本公开各实施例技术方案的范围。

Claims (16)

  1. 一种信息处理方法,包括:
    获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;
    根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;
    根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;
    将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
  2. 根据权利要求1所述的信息处理方法,其中,根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值的步骤,包括:
    根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;
    根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;
    根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;
    根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
  3. 根据权利要求2所述的信息处理方法,其中,根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力的步骤,包括:
    当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的实际有效攻击力:
    A 1=A 0×min(N 11,Q 11)/N 10
    当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的实际有效攻击力:
    A 1=A 0×N 11/N 10
    其中,A 1表示所述进攻方军团的实际有效攻击力,A 0表示所述进攻方军团的军团攻击力,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量,N 10表示所述进攻方军团的士兵满编数量。
  4. 根据权利要求2或3所述的信息处理方法,其中,根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量的步骤,包括:
    当所述进攻方军团的兵种对应的攻击类型为近战攻击时,获取与所述进攻方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
    Q 12=Q 10×min(N 11,Q 11);
    当所述进攻方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述进攻方军团的军团最大伤害数量:
    Q 12=Q 10×N 11
    其中,Q 12表示所述进攻方军团的军团最大伤害数量,Q 10表示所述进攻方军团的兵种对应的单兵最大伤害数量,N 11表示所述进攻方军团的士兵存活数量,Q 11表示所述进攻方军团的最大有效攻击数量。
  5. 根据权利要求2至4中的任一项所述的信息处理方法,其中,根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量的步骤,包括:
    当所述被攻击方军团的兵种对应的攻击类型为近战攻击时,获取与所述被攻击方军团的兵种对应的最大有效攻击数量,并通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
    Q 22=Q 20×min(N 21,Q 21);
    当所述被攻击方军团的兵种对应的攻击类型为远程攻击时,通过如下公式计算得到所述被攻击方军团的军团最大伤害数量:
    Q 22=Q 20×N 21
    其中,Q 22表示所述被攻击方军团的军团最大伤害数量,Q 20表示所述被攻击方军团的兵种对应的单兵最大伤害数量,N 21表示所述被攻击方军团的士兵存活数量,Q 21表示所述被攻击方军团的最大有效攻击数量。
  6. 根据权利要求2至5中的任一项所述的信息处理方法,其中,根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量的步骤,包括:
    将所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量中的最小值确定为所述被攻击方军团的实际被攻击数量。
  7. 根据权利要求2至6中的任一项所述的信息处理方法,其中,根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值的步骤,包括:
    通过如下公式确定本次攻击的实际伤害值:
    H=min(A 1,N 3×B 1/N 21),
    其中,H表示本次攻击的实际伤害值,A 1表示所述进攻方军团的实际有效攻击力,N 3表示所述被攻击方军团的实际被攻击数量,B 1表示所述被攻击方军团的军团当前血量,N21表示所述被攻击方军团的士兵存活数量。
  8. 根据权利要求1至7中的任一项所述的信息处理方法,其中,根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量的步骤,包括:
    根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
    根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
  9. 根据权利要求8所述的信息处理方法,其中,所述被攻击方军团的当前作战信息还包括所述被攻击方军团的当前防御力;根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量的步骤,包括:
    根据所述被攻击方军团的当前防御力,确定所述被攻击方军团的减伤比例;
    通过如下公式确定所述被攻击方军团的军团剩余血量:
    B 2=B 1-H×(1-r),
    其中,B 2表示所述被攻击方军团的军团剩余血量,B 1表示所述被攻击方军团的军团当前血量,H表示所述实际伤害值,r表示所述被攻击方军团的减伤比例。
  10. 根据权利要求8或9所述的信息处理方法,其中,所述血量与存活士兵的对应关系包括剩余血量百分比与存活士兵百分比的对应关系表;根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量的步骤,包括:
    根据所述被攻击方军团的军团剩余血量和军团满编血量,计算得到所述被攻击方军团的剩余血量百分比;
    获取目标对应关系表,所述目标对应关系表为与所述被攻击方军团的兵种对应的剩余血量百分比与存活士兵百分比的对应关系表;
    在所述目标对应关系表中查找得到与所述被攻击方军团的剩余血量百分比对应的目标士兵存活百分比;
    根据所述目标士兵存活百分比,确定所述被攻击方军团士兵的应死亡数量。
  11. 一种信息处理装置,包括:
    获取模块,所述获取模块配置成用于获取本次攻击的进攻方军团的当前作战信息和被攻击方军团的当前作战信息,所述进攻方军团的当前作战信息包括所述进攻方军团的兵种、士兵存活数量和军团攻击力,所述被攻击方军团的当前作战信息包括所述被攻击方军团的兵种、士兵存活数量和军团当前血量;
    第一确定模块,所述第一确定模块配置成用于根据所述进攻方军团的当前作战信息和所述被攻击方军团的当前作战信息,确定本次攻击的实际伤害值;
    第二确定模块,所述第二确定模块配置成用于根据所述实际伤害值以及所述被攻击方军团的兵种和军团当前血量,确定所述被攻击方军团士兵的应死亡数量;
    发送模块,所述发送模块配置成用于将所述应死亡数量发送至客户端,以使所述客户端播放与所述应死亡数量对应的死亡动作。
  12. 根据权利要求11所述的信息处理装置,其中,所述第一确定模块还配置成用于:
    根据所述进攻方军团的兵种、士兵存活数量和军团攻击力,确定所述进攻方军团的实际有效攻击力;
    根据所述进攻方军团的兵种和士兵存活数量,确定所述进攻方军团的军团最大伤害数量,并根据所述被攻击方军团的兵种和士兵存活数量,确定所述被攻击方军团的军团最大伤害数量;
    根据所述进攻方军团的军团最大伤害数量、所述被攻击方军团的士兵存活数量和军团最大伤害数量,确定所述被攻击方军团的实际被攻击数量;
    根据所述进攻方军团的实际有效攻击力,以及所述被攻击方军团的实际被攻击数量、士兵存活数量和军团当前血量,确定本次攻击的实际伤害值。
  13. 根据权利要求11或12所述的信息处理装置,其中,所述第二确定模块还配置成用于:
    根据所述实际伤害值和所述被攻击方军团的军团当前血量,确定所述被攻击方军团的军团剩余血量;
    根据所述被攻击方军团的军团剩余血量、所述被攻击方军团的兵种和预设的与兵种对应的血量与存活士兵的对应关系,确定所述被攻击方军团士兵的应死亡数量。
  14. 一种服务器,包括存储器、处理器,所述存储器中存储有能够在所述处理器上运行的计算机程序,所述处理器执行所述计算机程序时实现根据权利要求1至10中任一项所述的方法。
  15. 一种信息处理系统,包括根据权利要求14所述的服务器,还包括与所述服务器连接的客户端。
  16. 一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行根据权利要求1至10中任一项所述的方法。
PCT/CN2022/081787 2021-06-04 2022-03-18 信息处理方法、装置及系统、服务器及存储介质 WO2022252756A1 (zh)

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